rooflemonger thanks a lot for this video man. I haven't had a ton of time and it's been a little tough figuring this kinda thing out since there's no frame data displayed in-game. Your videos have been helping me get better with practice.
I have a question concerning blockstrings - unless you're blessed like Bardock or Adult Gohan and have moves that are + on block to throw out to continue your string, what's to stop your opponent from just biding their time until your blockstring finishes to start attacking like it's their turn again? i.e. your lights into your mediums into your heavies, once you've hit your heavies in your blockstring, they've got enough end lag to be waited out and punished.
Dude, ur KILLING the tutorial game in DBFZ. Articulate, intelligent, and creative; ur tutorials are really helping me take my game to the next level. I was afraid we wouldn't get anything like this until the chemical lovers released their tutorial, but now i think THEY have their work cut out for them.
This game is deceptively more complex than I originally thought while it’s more friendly to welcome newcomers it manages to have a lot of hidden strategy hidden beneath its streamlined shiny veneer
Great video man. When I started playing DBZF I thought it was so simple, bare bones and basic. Now when you really get in-depth, this game is insanely huge, limitless potential, tons of options and ways to play.
I'm so glad I subbed...Your showcases and how-tos really helped me out especially the tiger knee input. Keep going man, and good job on another great video!
Thanks for the video. I do, however, wish tutorials like this would consider that most opponents are constantly jumping and in the air, making it difficult to practice or apply any of this.
Its part of mastering the chaos of the game. In the air you generally have less defensive options and strong defensive options your foe has like down+heavy become much more devastating, and you open yourself up to homing attacks as theres no reliable way to stop them in the air.
When is it usually a good idea to convert block strings into pokes? I saw a video from Acrolyte using pokes and staggers (idk if they're the same thing) so he could get his assist back. I know that there's a time where you need to stop pressure so your assists can come back.
Well what exactly are you struggling with? The nature of assists in combos is always going to be character specific. Everyone is going to have their own personal sets of timing.
Then you gotta just figure out the timing, theres no trick other than that. If hes too late to combo you gotta do it earlier. If he shows up too early you gotta do it later. That's all character specific stuff.
For the forward air dash what do you recommend: do it with the S+Heavy or do it manually with the Up +Fwd,Fwd? I can't get it 100% with neither of the two methods.
Thanks man love your videos. Although I haven’t played the game yet since I’ve been on vacation, I have learned allot from your videos and will be ready to face my family and friends in intense tournaments. Would you say that a team like Vegeta, Hit , and Android 21 or 18 would be a good first team?
If the enemy is expecting a full block strong would it be viable to do say a few jabs into a dragon rush, or would your recovery time make you too exposed to a counterattack, or even just the clash that happens when a rush hits an attack, even if they were passive blocking and weren’t expecting a grab?
The thing is if you want to jab into dragon rush you really gotta wait a little bit. If you do it anything too quickly you will just keep your combo chain going and the wait between the hit and the dragon rush is kinda jarring and will usually prompt reaction. Its much better to do assist into dragon rush for that reason IMO. Since its less dependent on your character.
The wait after a light combo into a dragon rush is a thing I've noticed, because as I figured out, since dragon rush is mapped to light + medium then trying to cancel one of those into it just leads to a continuation of the auto combo. What I was wondering, though, was if I cancel a back jab into a rush if it would work. I'm completely new to fighting games, and your channel convinced me to pick up FighterZ, my first fighting game, and I'm trying to get better at it. For the most part I’m still a complete noob, and don’t know how to convert a combo, but based in large part to your videos I came up with a combo starter that’s something like 2L L 4L 2M M 89 L M L 2H L M L 24L etc. In your video you talked about how a back jab cancels the auto-combo and that you can get two standing jabs after a crouching light, so my question was predicated on the assumption that with the light combo string used up I could grab without continuing the auto combo, but I know realize that the combo would most likely just migrate to the medium string. If that’s the case, then it probably isn’t possible to directly convert a block string into a rush because you’d have to use up both strings by converting a heavy, which is very negative on block and is usually the end of a combo anyway. I realized that the assist + dragon rush is a powerful tool, and the one I usually prefer, but after say a long combo where I convert both assist supers but still want to keep my turn (because I’m a noob who is horrible at defense under pressure), I was wondering if there was a way to utilize dragon rush to basically recombo without risk. I am really horrible at landing grabs, and the only way I can usually do it is an airborne vanish/ wall bounce or an assist, and even those are iffy for me. I feel like my playstyle underutilizes this mechanic, as well as the clapback opportunities on a forced swap and was just wondering if there was an easy way to convert from a block string without surrendering my turn. Despite being uncertain that none of the above would work, a situation I’m still curious would work is the level 7 potential unlocked Gohan with the machine punches and the unique combo sequences. Could a dragon rush from a machine punch following use of both light and medium chains work? Also, during sparking blast since standing medium can be jump canceled, can it also rush cancel? I’m very sorry for the massive post but I really want to get better and there’s just so much I can’t even hope to understand.
back jab into dragon rush won't work. You have to wait for the jab animation to play out in full. You can't cancel any kind of normal attack into a dragon rush. A dragon rush very much has to be a standalone attack and it is balanced that way, since they are unblockable and hard to react to. There are ways to dragon rush post combo, but that is very much playing off enemy knowledge. For example - In my standard android 21 combo ending in the knee drop. After the enemy gets up they can recover up back down forward. If after the knee drop I immediately jump and dragon rush, this will beat the up and back tech options and I get the dragon rush successfully. However if the enemy player knows this they can just tech down or forward and easily beat it. For machinegun punch once again, you can only dragon rush once the move is over. There is absolutely no way shape or form you can go into a dragon rush from a move, you must be completely in your neutral stance and not in any kind of animation recovery.
After my block string (on Goku Black) with overhead into gotenks assist, i start my normal combo but the enemy is teching before my super dash hits, whereas with the regular combo it always lands. Anyone know why? Here's the string: 2L 5LL, 5M, 6M (overhead hit, gotenks assist hits), j LML 2H, SD (and he techs out before hit here).
very few characters can combo after their overhead without assist, however it is possible with characters like goku blue. If you want to combo after overhead (forward M) you NEED an assist.
how do you make this cross up jumps so quick ? i find it veeeery difficult to make them, fail doing it so often that i stop doing them at all ( i play without a arcade stick, playing with a ps4 controller but i use the cross thing )
Martin Szarnas if you mean the fast dash, in midair if you press forward + homing dash, you'll airdash instead. it's really easy to quickly jump, dash and overhead or whatever you want to do.
Paul Hornilla i have one, pick ginyu,swap bodies with your opponent, you ll be powered up like the CPU is,and pick 2 other characters With lv 3 grabs like Trunks and 16,worked for me
Great vid bro, but i see high level create pressure with the ki blast as well. Was hoping that you cover that type of pressure as well but any tipps on that?
Basic ki blasts are character specific for one, like Yamcha can create exactly zero pressure with his cause he moves far backwards. Secondly its not so much pressure as it is just a basic bait. I do basic ki blasts to make you want to homing dash, so I can down+heavy it. Its kinda cut and dry very few characters have a basic ki blast thats actually worthy of the term of "pressure" (like trunks)
I'm really struggling with this game but I want to get better I'm good at sf5 and other fighting games but this game is so different I don't understand how the combo system works still and I don't know how to punish at all I'm going to go through your videos I really like this game but it's so much different
It takes time. I am more of a traditional 2d guy myself and you gotta take your lumps. A lot of this game is more "feel" than hard numbers and the only way to get the feel is to play mroe and more and more. I didn't feel wholly confident in a lot of things until like 200~ games in.
Oft requested video so here ya go! Talking about generalized pressure, following up after your combos, snapback mixups and more!
rooflemonger thanks a lot for this video man. I haven't had a ton of time and it's been a little tough figuring this kinda thing out since there's no frame data displayed in-game.
Your videos have been helping me get better with practice.
great job this was fantastic. super helpful
rooflemonger has always
I have a question concerning blockstrings - unless you're blessed like Bardock or Adult Gohan and have moves that are + on block to throw out to continue your string, what's to stop your opponent from just biding their time until your blockstring finishes to start attacking like it's their turn again? i.e. your lights into your mediums into your heavies, once you've hit your heavies in your blockstring, they've got enough end lag to be waited out and punished.
you add assists at those times or vanish to re-establish the pressure
Dude, ur KILLING the tutorial game in DBFZ. Articulate, intelligent, and creative; ur tutorials are really helping me take my game to the next level. I was afraid we wouldn't get anything like this until the chemical lovers released their tutorial, but now i think THEY have their work cut out for them.
To reach the standards of ur tutorials i mean
This game is deceptively more complex than I originally thought while it’s more friendly to welcome newcomers it manages to have a lot of hidden strategy hidden beneath its streamlined shiny veneer
Great video man. When I started playing DBZF I thought it was so simple, bare bones and basic. Now when you really get in-depth, this game is insanely huge, limitless potential, tons of options and ways to play.
All of the technical aspects of DBFZ that you’ve broken down really made me want to grind this game even more. Keep up the great work!
Thanks friend! I will keep at it.
Cool little Easter egg with Trunks Burning attack forcing air recover - it's how he exposed Mecha Frieza before killing him.
oh my god another Lets Learn DBFZ video? Thank you rooflemonger! This has once again opened my eyes.
Man now that I'm better at the game, going back and refreshing myself on these things is so useful
@rooflemonger Your content on Tekken 7 and DBZF have been absolutely incredible. Keep up the good work dude.
Appreciate it! Always happy to be of help.
Thank you so much! This video got me out of my losing streak and into enjoying online again!
Happy to be of help!
This video deserves more views brother
I'm so glad I subbed...Your showcases and how-tos really helped me out especially the tiger knee input. Keep going man, and good job on another great video!
As a Nappa main I'm definitely going to try that crossup snapback into my repoitoire.
Excellent video! Thank you for posting this. Very informative and answered a lot of questions I had about offense.
dude I'm really enjoying these videos. thanks for helping me understand this game a bit more.
Thank you very helpful!! I like the delayed jabs and bait for a counter hit and also what to do after a dragon rush tag out
Let’s get this guy to a million subs plz. Thx so much for these tutorials. Wow! I’m still green but I’m hanging with higher tier colors now.
you're doing a great thing with your channel, keep up all the great work bro
Best DBFZ video yet!
Thanks for the video. I do, however, wish tutorials like this would consider that most opponents are constantly jumping and in the air, making it difficult to practice or apply any of this.
Its part of mastering the chaos of the game. In the air you generally have less defensive options and strong defensive options your foe has like down+heavy become much more devastating, and you open yourself up to homing attacks as theres no reliable way to stop them in the air.
I needed this.
*Thanks!*
Thank you! I'm going to add this to my game.
Hey roofle, the left right cross up protection, is that only left right or also high low? Edit: i watched 5 more seconds into the video thanks! :)
When is it usually a good idea to convert block strings into pokes? I saw a video from Acrolyte using pokes and staggers (idk if they're the same thing) so he could get his assist back. I know that there's a time where you need to stop pressure so your assists can come back.
Lovin Gohan punching Android 21 in the crotch 😂
thank you
please make an updated version of this 🙏🏽
Yes please
another amazing guide! Thank you =)
Could you please do a video on using assists during combos? I have been struggling with this problem.
Well what exactly are you struggling with? The nature of assists in combos is always going to be character specific. Everyone is going to have their own personal sets of timing.
rooflemonger for example I play trunks and Rosé I am trying to get SSVegeta assist to link.
Then you gotta just figure out the timing, theres no trick other than that. If hes too late to combo you gotta do it earlier. If he shows up too early you gotta do it later. That's all character specific stuff.
For the forward air dash what do you recommend: do it with the S+Heavy or do it manually with the Up +Fwd,Fwd? I can't get it 100% with neither of the two methods.
The "better" method is the up/forward forward as it lets you attack with heavies, but just go with what is easier for you.
rooflemonger thanks man!
Thanks man love your videos. Although I haven’t played the game yet since I’ve been on vacation, I have learned allot from your videos and will be ready to face my family and friends in intense tournaments. Would you say that a team like Vegeta, Hit , and Android 21 or 18 would be a good first team?
Any team is a good first team, there's no team i would say is outright bad, at least this early on into the games life.
THIS is what the rock is cooking. You tha bomb!!
If the enemy is expecting a full block strong would it be viable to do say a few jabs into a dragon rush, or would your recovery time make you too exposed to a counterattack, or even just the clash that happens when a rush hits an attack, even if they were passive blocking and weren’t expecting a grab?
The thing is if you want to jab into dragon rush you really gotta wait a little bit. If you do it anything too quickly you will just keep your combo chain going and the wait between the hit and the dragon rush is kinda jarring and will usually prompt reaction. Its much better to do assist into dragon rush for that reason IMO. Since its less dependent on your character.
The wait after a light combo into a dragon rush is a thing I've noticed, because as I figured out, since dragon rush is mapped to light + medium then trying to cancel one of those into it just leads to a continuation of the auto combo. What I was wondering, though, was if I cancel a back jab into a rush if it would work. I'm completely new to fighting games, and your channel convinced me to pick up FighterZ, my first fighting game, and I'm trying to get better at it. For the most part I’m still a complete noob, and don’t know how to convert a combo, but based in large part to your videos I came up with a combo starter that’s something like 2L L 4L 2M M 89 L M L 2H L M L 24L etc. In your video you talked about how a back jab cancels the auto-combo and that you can get two standing jabs after a crouching light, so my question was predicated on the assumption that with the light combo string used up I could grab without continuing the auto combo, but I know realize that the combo would most likely just migrate to the medium string. If that’s the case, then it probably isn’t possible to directly convert a block string into a rush because you’d have to use up both strings by converting a heavy, which is very negative on block and is usually the end of a combo anyway. I realized that the assist + dragon rush is a powerful tool, and the one I usually prefer, but after say a long combo where I convert both assist supers but still want to keep my turn (because I’m a noob who is horrible at defense under pressure), I was wondering if there was a way to utilize dragon rush to basically recombo without risk. I am really horrible at landing grabs, and the only way I can usually do it is an airborne vanish/ wall bounce or an assist, and even those are iffy for me. I feel like my playstyle underutilizes this mechanic, as well as the clapback opportunities on a forced swap and was just wondering if there was an easy way to convert from a block string without surrendering my turn. Despite being uncertain that none of the above would work, a situation I’m still curious would work is the level 7 potential unlocked Gohan with the machine punches and the unique combo sequences. Could a dragon rush from a machine punch following use of both light and medium chains work? Also, during sparking blast since standing medium can be jump canceled, can it also rush cancel? I’m very sorry for the massive post but I really want to get better and there’s just so much I can’t even hope to understand.
back jab into dragon rush won't work. You have to wait for the jab animation to play out in full. You can't cancel any kind of normal attack into a dragon rush. A dragon rush very much has to be a standalone attack and it is balanced that way, since they are unblockable and hard to react to.
There are ways to dragon rush post combo, but that is very much playing off enemy knowledge. For example - In my standard android 21 combo ending in the knee drop. After the enemy gets up they can recover up back down forward. If after the knee drop I immediately jump and dragon rush, this will beat the up and back tech options and I get the dragon rush successfully. However if the enemy player knows this they can just tech down or forward and easily beat it.
For machinegun punch once again, you can only dragon rush once the move is over. There is absolutely no way shape or form you can go into a dragon rush from a move, you must be completely in your neutral stance and not in any kind of animation recovery.
over 9000 thumbs UP!
After my block string (on Goku Black) with overhead into gotenks assist, i start my normal combo but the enemy is teching before my super dash hits, whereas with the regular combo it always lands. Anyone know why? Here's the string:
2L 5LL, 5M, 6M (overhead hit, gotenks assist hits), j LML 2H, SD (and he techs out before hit here).
When your canceling in your medium, are you doing an overhead with heavy or up, triangle.
overhead is universally foward+medium for the whole cast.
Are you sure it isnt jumping and Heavy, everytime i hit a medium overhead i can never continute a combo unless usomg assist
very few characters can combo after their overhead without assist, however it is possible with characters like goku blue. If you want to combo after overhead (forward M) you NEED an assist.
where is input display ?
how do you make this cross up jumps so quick ? i find it veeeery difficult to make them, fail doing it so often that i stop doing them at all ( i play without a arcade stick, playing with a ps4 controller but i use the cross thing )
Martin Szarnas if you mean the fast dash, in midair if you press forward + homing dash, you'll airdash instead. it's really easy to quickly jump, dash and overhead or whatever you want to do.
i have a hard time beating the arcade mode (hard) with an A or S score, do you have any tips sir?
I know little about arcade mode. My understanding is its mostly high number combos, and making sure you don't lose a character
rooflemonger thanks, i have bad connection to fight online that's why i'm always in arcade/practice mode
double jump backwards and homing dash the whole match. I beat Goku blue's course first try with this strat.
Paul Hornilla i have one, pick ginyu,swap bodies with your opponent, you ll be powered up like the CPU is,and pick 2 other characters With lv 3 grabs like Trunks and 16,worked for me
Brian Donini Woah really??
Great vid bro, but i see high level create pressure with the ki blast as well. Was hoping that you cover that type of pressure as well but any tipps on that?
Basic ki blasts are character specific for one, like Yamcha can create exactly zero pressure with his cause he moves far backwards. Secondly its not so much pressure as it is just a basic bait. I do basic ki blasts to make you want to homing dash, so I can down+heavy it. Its kinda cut and dry very few characters have a basic ki blast thats actually worthy of the term of "pressure" (like trunks)
I'm really struggling with this game but I want to get better I'm good at sf5 and other fighting games but this game is so different I don't understand how the combo system works still and I don't know how to punish at all I'm going to go through your videos I really like this game but it's so much different
It takes time. I am more of a traditional 2d guy myself and you gotta take your lumps. A lot of this game is more "feel" than hard numbers and the only way to get the feel is to play mroe and more and more. I didn't feel wholly confident in a lot of things until like 200~ games in.
I run in a smash buttons cos im a noob and this game is too fast paced for me to think and execute well
I always have a set character specifically for creating pressure. Mostly gohan as his combos can last for ages and his supers work well with assists
I'm still waiting for the day you start of your video with "Hey, what's up everyone? Cobanermani456 here."
I don't know who that is :(
rooflemonger Lol He plays Sonic games and Nintendo games in general lol
You sound like him, is all.
Oh yeah, but nevertheless have you guys looked at just what this imagery is actually about?
Hey don't call my boy teen gohan baby :D I'm going to destroy the adult form of him with him😏
Trunks tech!
goku black has super absurd range in comparison to the rest of the cast
You forgot how to create pressure after true knockdown :[
anyone else suck at this game?
Me